f1r3's 3D smithy (occassional 2D)

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f1r3w4rr10r
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Re: f1r3's 3D smithy (occassional 2D)

Post by f1r3w4rr10r » Sat Aug 30, 2014 5:33 am

Not a single pixel on this is hand painted. Everything is procedurally generated and no stock maps were used.
Here you can have a look what it looks like in Substance Designer.
Last edited by f1r3w4rr10r on Sat Aug 30, 2014 5:13 pm, edited 1 time in total.

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icekatze
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Re: f1r3's 3D smithy (occassional 2D)

Post by icekatze » Sat Aug 30, 2014 12:10 pm

hi hi

Well, I was mostly just curious how it handled texture seams not aligning, as those are always a problem for me, but I guess it just gets it close enough.

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f1r3w4rr10r
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Re: f1r3's 3D smithy (occassional 2D)

Post by f1r3w4rr10r » Sat Aug 30, 2014 5:10 pm

The procedural generation of Substance Designer handles it pretty well, since most maps are based of baked information (which is already almost seamless to begin with).
Substance Painter even has a function that applies the same brush to the other UV shell on the other side of a seam as well. Almost as if they were just stitched together, it's really handy.

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